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# re: MOO and VRML

- Date: Sat, 17 Feb 1996 11:09:09 PST
- From:
- cc: paunovic@ucinti.enet.dec.com, moo-cows@parc.xerox.com, www-vrml@wired.com, moving-worlds@sgi.engr.sgi.com
- Content-Type: TEXT/PLAIN; charset=US-ASCII
- In-Reply-To: <9602171915.aa25274@usgate.paragraph.com>

    ----------------------------------------------------------------------
    Peter Graf - Director Cyberspace Engineering - BLACK SUN INTERACTIVE
    Tel: (415) 285-1359
    Fax: (415) 285-4702
    ----------------------------------------------------------------------

    On Sat, 17 Feb 1996, Dmitri Kondratiev wrote:

    > At 03:53 PM 2/16/96 PST, paunovic@ucinti.enet.dec.com wrote:
    >
    >
    > >- If anyone might be interested in collaborating with me to write a MOO/VRML
    > >environment from scratch, please e-mail paunovic@uiuc.edu
    > >It would of course be freeware, so you would get no profit.. just the
    > >experience :)
    > >
    > >/Nick, ArchWiz STAR WARS MOO (opening August 1996! )
    > >http://www.cen.uiuc.edu/~paunovic/
    > >e-mail: paunovic@uiuc.edu
    > >
    > >[standard disclaimer: the opinions i express are not necessarily those of]
    > >[digital semiconductor. ]
    > >
    > >
    >
    > As for me, I work now on applying VRML 2.0 to MOO/WOO technology.
    > I am interested to collaborate with anybody creating VRML-based
    > netwoked worlds architecture exploiting MOO achivements.
    >
    > I keep a close look on VRML behaviors discussions, especially on
    > "Moving Worlds" proposals.
    >
    > IMHO VRML is just a tool to build 3D worlds with support
    > for some event propagation in it and simple behaviors triggered by these events,
    > intended mostly to modify graphical representation of objects
    > in this 3D world.
    > VRML is NOT an architecture for VR worlds (correct me if I am wrong).
    >
    > So what are possible solutions for VR Worlds architecture ? By VR Worlds
    > architecture I understand basic framework that will provide for
    > different hypermedia networked worlds.
    >
    > Designing this framework, one certainly should consider WEB advantage
    > that gives the best distribution/partitioning of worlds space
    > on the net of today.
    >
    > WOODS/MOOniverse project is an example of integrating WEB and MOO together
    > resulting in some success on distributing the load in multiuser VR world.
    > WOODS distributed server (SprawlCore server/database) is a possible
    > solution.
    >
    > SprawlCore servers communicate over network with each other providing
    > for users "virtual MOO" 2D space in HTML, accessible by WEB clients.
    >
    > I don't know any other working architecture of distributed VR of today,
    > except for DIS, which is "war-games" oriented only. Do you ?

    Black Sun Interactive has a multiuser VRML world up and running,
    it uses VRML+ as proposed by Worlds Inc. as protocoll.

    At the moment it only works with our own browser, CyberGate.
    You can get CyberGate from http://www.blacksun.com.
    Pointworld, the multiuser world is at
    http://www.pointcom.com/vrml/home.wrl.

    >
    > Anyway MOO architecture has some concepts proved to be efficient in
    > multiuser worlds, that should be considered in VRML worlds architecture, I
    > think. By these concepts I mean :
    >
    > - behavior based on object container relationship;
    > - system of user access/modification rights on objects and their properties;
    > - scalabilty of MOO space on a single server and across servers;
    >
    > As well as OOP features of MOO programming language :
    >
    > - dynamic inheritance;
    > - prototype delegation;
    >
    > These MOO concepts and OOP features seem to be essential for worlds
    > architecture.
    >
    >

References:

- re: MOO and VRML

- From: Dmitri Kondratiev <dima@paragraph.com>

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